My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
Mediocre

2 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Musketeer Wizard Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Musketeer Wizard Witch P.E.K.K.A Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Hog Rider
Giant Snowball
Cannon Musketeer Hog Rider Witch
Zap
Cannon Witch
Barbarian Barrel
Knight Cannon Musketeer Wizard Witch
The Log
Cannon Musketeer Hog Rider Witch
Earthquake
Cannon Hog Rider Witch
Arrows
Witch
Royal Delivery
Knight Musketeer Hog Rider Wizard Witch P.E.K.K.A
Fireball
Cannon Musketeer Hog Rider Wizard Witch
Poison
Cannon Musketeer Wizard Witch
Lightning
Knight Cannon Musketeer Wizard Witch Goblinstein
Rocket
Musketeer Hog Rider Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Wizard Witch

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Knight P.E.K.K.A

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Musketeer Wizard Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Knight Cannon Musketeer Hog Rider Wizard Witch Goblinstein P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

14 Knight Cannon Musketeer Hog Rider

Attack Synergies 4 7

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Knight
Musketeer Hog Rider Wizard Witch
Cannon
Musketeer
Knight Hog Rider P.E.K.K.A
Hog Rider
Knight Musketeer Wizard Witch
Wizard
Knight Hog Rider P.E.K.K.A
Witch
Knight Hog Rider P.E.K.K.A
P.E.K.K.A
Goblinstein Musketeer Wizard Witch
Goblinstein
P.E.K.K.A

Defense Synergies 4 6

Knight
Cannon Musketeer Wizard Witch
Cannon
Knight Musketeer Wizard Witch
Musketeer
Knight Cannon P.E.K.K.A
Hog Rider
Wizard
Knight Cannon P.E.K.K.A
Witch
Knight Cannon
P.E.K.K.A
Goblinstein Musketeer Wizard
Goblinstein
P.E.K.K.A

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Cannon Musketeer Wizard
P.E.K.K.A Knight Cannon Musketeer Witch
Cannon Witch P.E.K.K.A Knight Musketeer
Cannon Witch P.E.K.K.A Knight Musketeer
P.E.K.K.A
Cannon Musketeer
Musketeer Cannon Wizard Witch
Cannon Musketeer P.E.K.K.A
Cannon Witch P.E.K.K.A Musketeer
Knight Cannon Musketeer
Witch Knight Cannon Musketeer Wizard
Musketeer Wizard Witch
Cannon P.E.K.K.A Knight Musketeer Wizard Witch
Wizard Cannon Witch P.E.K.K.A
P.E.K.K.A Knight Cannon
Cannon P.E.K.K.A Goblinstein
Wizard Knight Cannon Musketeer Witch P.E.K.K.A
Cannon Knight Musketeer Wizard Witch
Wizard Witch Knight Cannon Musketeer
P.E.K.K.A Cannon Musketeer
Wizard Knight Cannon Musketeer Witch P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Witch P.E.K.K.A
Knight Musketeer Wizard
P.E.K.K.A Knight Musketeer Witch
P.E.K.K.A Knight Musketeer
P.E.K.K.A Knight Cannon Musketeer Witch
Wizard Goblinstein Musketeer Witch
P.E.K.K.A Knight Musketeer Witch
P.E.K.K.A Knight
P.E.K.K.A Goblinstein Knight Witch
Witch P.E.K.K.A Cannon Musketeer
P.E.K.K.A Knight Musketeer Witch
P.E.K.K.A
P.E.K.K.A Knight Cannon Wizard Witch
Wizard Cannon Musketeer Witch
Witch Knight Musketeer P.E.K.K.A Goblinstein
Cannon Musketeer Wizard Witch P.E.K.K.A
Cannon

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Knight Musketeer
Musketeer
Knight Musketeer
Wizard Goblinstein
Wizard Goblinstein Musketeer Witch
Musketeer Wizard Witch
Wizard
Wizard
Musketeer
Knight Musketeer Wizard
Musketeer Wizard
Knight Musketeer
Musketeer
Musketeer
Musketeer Wizard Witch
Musketeer Wizard
Musketeer Wizard
Wizard Witch
Musketeer
Wizard
Musketeer
Musketeer
Wizard Witch Goblinstein
Witch
Musketeer Wizard Witch
Musketeer Wizard Witch
Musketeer
Musketeer Wizard Witch
Musketeer Wizard Witch Goblinstein
Musketeer Wizard
P.E.K.K.A
Wizard
Musketeer Witch Goblinstein
Musketeer Wizard Witch
Knight Musketeer Wizard
Musketeer Wizard
Musketeer P.E.K.K.A
Musketeer Witch
Musketeer Witch
Musketeer Witch
P.E.K.K.A
Wizard

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